Many classes fit under the umbrella of the warrior. They can include faith based fighters such as paladins or pure armor and sword toting knights. What is in common for all warriors is that they hold significant disadvantages in ranged combat but reign supreme in melee. In addition, they are the most apt at soaking in damage, though this changes depending on what class of warrior one is.
Spirit
In addition, warriors all have the common thread of utilizing a resource bar called Spirit. It would be easy to think of Spirit as an equivalent to real life stamina. A warrior starts out with a full bar of spirit, but each of their actions ranging from basic attacks to skills expends their spirit, and at 0 spirit, all they can do is walk and gasp for breath.
Spirit recharges extremely quickly if a warrior is given breathing space. If they enter a resting state where they do not physically exert themselves in any way except by walking, then they will fully recharge their Spirit bar in a matter of seconds. This is unlike Mages and their Mana bar, which recharges slowly and cannot feasibly restock within a single fight. As a result, warriors do not have skills with the same amount of power as Mage spells, but often their cooldowns are shorter and cost comparatively less.
Classes -
Knight
A balanced class that has both sturdy offense and defense. Their mobility is rather low, but they can sacrifice some of their defense to boost it. Most armor and sword using classes favor strength and vigor for their main stat choices, as strength boosts the damage of heavy weapons and vigor allows them to wear stronger and heavier armors. However, knights strike a balance and can also benefit from leveling dexterity, letting them spec into dual wielding swords, using lighter and curved swords, and so on. Or they can invest heavily into strength, making them hulking beasts that carry greatshields and giant maces.
Skills -
Slash
Cost: 10 Spirit
Cooldown: Medium
A powerful melee attack that does cutting damage. It has an unstoppable animation, meaning that the attack will go through even if the user is stunned or even killed mid-swing. In addition, this attack cannot be parried though it can be blocked. It requires a weapon in hand to use, and is more efficient when said weapon is bladed. If using a blunt weapon, crushing damage is inflicted instead.
Dash
Cost: 10 Spirit
Cooldown: Very Short
Allows the user to dash forwards a short distance at high speeds. The dash is quick, but it is not so quick that it is impossible to react to, and it does not grant the user invincibility during it, so a sufficiently skilled enemy could hit a player mid-dash. Dash also activates instantaneously no matter what, so it can be used to cancel unnecessary animations such as the slow wind-up of a heavy blow or the recoil of striking with a large weapon.
This cannot be used if a warrior has the OVERBURDENED debuff caused by various spells or wearing too much weight.
This is the bread and butter mobility skill for most non-tank warriors. They will spam this whenever they can as the cooldown is short, but the cost is deceptively high for such a spammable skill, so careless warriors will find themselves out of spirit in no time.
Charge
Cost: 30 Spirit
Cooldown: High
A powerful charge that boosts the user's speed to insanely high levels. Anyone caught in the path of a charge are knocked back and stunned. If the user has a greatshield or sufficiently large weapon, then enemies also take severe crushing damage.
Charge always moves the user a set distance, so they cannot decide to charge just a few meters in front of them. As a result, they may find themselves in unwanted places if they do not use their charge wisely. In addition, if they collide with terrain and do not have sufficiently high armor, they themselves will take damage and be stunned.
An useful skill to reach Mages at the backline or barrel over a quick enemy.
Roll
Cost: 10 Spirit
Cooldown: Very Short
The tankier warrior's version of Dash. It allows the user to execute a roll on the ground. This roll makes them invincible while in motion, letting them dodge skills or attacks. Rolls, however, cannot be used to cancel animations, are much slower than Dashes, and prevent the user from doing anything during the time they are rolling, letting enemies prep counter-attacks.
Sorry for having no updates. Life has gotten significantly busy, but I have been planning chapters. I hope to release them soon.